Pervasive design. Håkan Gulliksson 3 rd edition 2014

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1 Pervasive design - Håkan Gulliksson 3 rd edition

2 Published 2014 by Videoiterna Lummerstigen 12, Umea, Sweden Håkan Gulliksson All rights reserved. No part of the material protected by this copyright may be reproduced or used in any form, electronic or mechanical, including photocopying, recording, or by any information storage and retrieval system, without written permission from the copyright owner. All images in this book copyright Håkan Gulliksson. Used with permission. All rights reserved by Håkan Gulliksson. Limit of Liability/Disclaimer: While the publisher and author have used their best efforts in preparing this book, they make no representations or warranties with respect to the accuracy or completeness of the contents of this book. Neither the publisher nor the author is engaged in rendering legal, accounting, or other professional services. If legal advice or other expert assistance is required, the services of a competent professional should be sought. ISBN Hakan Gulliksson

3 Table of Contents INTRODUCTION... 9 OVERVIEW PART 1: INTERACTION FRAMEWORK HIT Interactors Main character H Information Interactor, I The Thing, T Group and -Net-work Team Family Friends Modes of existence Modes of existence listed Context, it is everything else Digital ground, ecology and habitat Dimensions of context space Modelling and interpreting context Uses of context Real, Virtual and Augmented reality Context of H-I/T interaction Context of I-T interaction Story as context Summary of challenges with context HIT Interactions Human reference interaction, H-H Interaction, H-I/T Interaction I-I Interaction I-T Interaction T-T Interaction as a joint venture Presence and awareness

4 1.6.2 Computer-supported co-operative work Computer support for other groups Effective interaction Social quality of service Interaction by command Taxonomy for command based interaction PART 2 SERVICE AND SERVICE DESIGN SUPPORT Service Infrastructure support Cognitive and intelligent support Ubiquitous/Pervasive computing support Challenges for user interface design Calm technology Slow technology Modal support and signs Visual components Sound components Multimodality Signs and semiotics Media systems support A generic media distribution system Media content Future TV, an example media Experiences and an aesthetic experience Sensory level of experiences Emotional experiences Intellectual experiences Social experiences Contextual level of experiences Experiences at the practise level Pleasure, fun and humour Aesthetic experiences Meaning and value Meaning Properties of values Values with ethical implications in design Characterisation of values in design Hakan Gulliksson

5 2.9.5 Structuring values Lists of values Reflective and Discoursive support Social and emotional support Persuasion Story based support Play and performance Socio-technical support Implement, produce, deliver and dispose Top down and bottom up Emergence System support for application development PART 3: DESIGN OF PERVASIVE SERVICES Design evolution Goals of product development Experiences as goals Valued products that motivate Meaningful products Product as a story and social relation Usability Sustainability as the goal for HCI Design process(es), design space(s) and designer(s) Process of product design Service design Activity centred design - process and guidelines Experience-oriented design process and guidelines Value based design Designing the design project Design space Designer(s) Vision and design space exploration Exploring the vision Sketching Vision and story Mobile application - design space Pervasive services - design space

6 3.3.6 Ethics and critical design Reflective design Beautiful design When not to design and when to undesign? Where do we stand? Requirement analysis Overview of tools for requirement analysis Scenarios Prototypes Context analysis Who is the user? What is the task? Stage analysis for pervasive computing Evaluation, humans appraise it Design guidelines Evaluation techniques Evaluation of mobile and pervasive systems Concept design Metaphor Concept design by story Tools for concept design Participatory design by performance and play Information design More on information design Windows Information elements and presentation techniques Information design by affordance and story Information screen element selection and configuration Setting the stage for pervasive design Home interior Guidelines for pervasive systems Interaction design More on interaction design Interaction objects Read and write Identification Navigation Choice Manipulation System control Interaction design and story Magic and interaction Pervasive interaction design Hakan Gulliksson

7 3.9 Appearance design Interface design Affordance Visual and other types of appearance Story and visual appearance Using semiotics for analysis Branding Webpage design and guidelines Mobile devices Pervasive systems Evaluation of appearance PART 4 DESIGN OF JOINT VENTURES Reiterating questions of design Norms and ethics Privacy and integrity Design of design for joint venture, H-I/T-H Metaphors for joint ventures Designing for a sustainable character Having a sustainable character Personal informatics Reflection Behaviour change FITBIT flex Sustainable character by design summary without conclusion Design with community as a joint venture Dialogue labs Design game Values and joint venture design Design by storytelling Design by performance as a joint venture Design for appropriation Appropriation in pervasive design and computing Design for community support Target community Recruitment and assimilation of new members Meaningful experiences Awareness Contribution

8 4.8 Designing a social game Game Play Game Story Game mechanics Designing a home for a family Patterns for exploring the house Designing for sustainability Transdisciplinary framework Circumstances in HCI Criterias for HCI Persuasive design examplified at the community scale Pervasive design for sustainability a provocative example Black Swans Incidit in Scyllam, qui vult vitare Chary'bdim APPENDIX: PATTERNS FOR HOUSE TOUR Existential questions Contributions and imposed limitations Deployment and adaptation Usability Technology Experiences REFERENCES INDEX (SUGGESTIONS ON WHAT TO SEARCH FOR IN THE TEXT) Hakan Gulliksson

9 Introduction Humanity how has at its disposal the tools to fundamentally change its living environment, again, and in a short time. At the same time it is facing formidable challenges lack of resources and climate change to name a few. Innovative use of technologyis one way to manage, perhaps the most humane way to cope. This is a book about computer based interactive systems design. In particular it discusses computer based systems that provide services to a number of mobile users in their everyday lives, a kind of systems often referred to as pervasive. Why then is this book important? Technology evolves and the number of possible interactions increases. Opportunities abound for design applications for new categories of users, in novel situations, environments, and activities. In this text prefer to choose examples from life at home, but technology will permeate all kinds of contexts, including hospitals, schools and other settings for work and leisure. Along with possibilities come problems and since humans are involved we really need to understand where we are heading. Otherwise, how can we control development? The text aims to promote the design of mobile and pervasive systems, and to emphasize the depth of the area. The future of design is seen from a systems thinking perspective, and the book can be used as a practical guide for daily design work, providing many models, ways of thinking and conceptual tools. A story is told answering some questions, but as many new ones are introduced. Looking for the right questions is a prioritised never ending design task. The structure of the book is as follows. After a short overview chapter part 1 introduce the interactors and interactions. Characteristics of representation, perception and processing are sketched for the Human (H), Information (I) and the Thing (T). Next, different contexts such as location, virtual reality, and stories are introduced as design tools. A discussion of different types of interaction, such as joint ventures concludes the first part. 9

10 In part 2 we discuss services and service support. We will cover quite a lot of ground, from infrastructure and media support, via experiences and values, all the way to implementation. Part 3 is the core of this book, devoted to design. It is also the largest part of the book, about half of it, totalling around 300 pages. After a first section on goals, the design process is stepped through, emphasizing the role of the story. In depth thoughts on mobile and ubiquitous design are added, with examples mostly from everyday environments and situations. Guidelines extracted from research complement the presentation. They are what they say, guidelines that have to be re evaluated and perhaps ignored in a particular design project. It is important to learn from history and no designer can work in a vacuum recalling and reimagining all possible aspects and possible consequences of any product all of the time. Part 4 finally is future oriented and explores the concept of design for joint ventures. Formulating hundreds of pages with useful unique thoughts is quite a task. To ease the burden the text mostly refers to others, giving numerous references to their thinking. On the other hand, it is quite easy to present a unique combination of thoughts and we are sure that you have never seen anything like the convolute in this book. The format is personal, and we hope that the hiccups introduced by comments and small illustrations are made up for by their well meant intent to inspire. Since we focus on future design a beginner to the area of human computer interaction could face some problems, and even if beginners would learn a lot, we think they will miss even more and would be better off to choose a good introductory texts on user centred interaction design, e.g. (Norman, 2002) (Dix, 2003) (Cooper, 2004) (Shneiderman, 2009) or (Preece, 2011). This is the second published edition of the text and both the text and the ideas have improved. One year weiser. I hope you will enjoy it. Umeå University, March Hakan Gulliksson

11 Requirement analysis, 269 Restorff effect, 442 RFID, 175, 402 Rhythm, 122, 441, 458 Sound, 459 Rich picture, 281 Roles, 27 Routine, 118, 363, 365 at home, 30 Rule of reciprocity, 426 Scan, 407 Scenario, 250, 273 Comic strip, 274 Scene, 64 Schema, 63, 307 Schematics, 329 Science fiction, 246 Script, 63, 156, 307 Scroll, 416 Seamful design, 258 Seams, 489 Search, 408, 416 Secondary group, 27 Security, 427 Seductive Application, 165 Seductive experience, 167 Segmentation, 95 Semantic turn, 485 Semantic web, 102 Semiotic, 351 Semiotics, 127, 459 Sense, 152 Sensor, 45 Sensor abstraction, 58 Sensor based interaction, 98 Service, 14, 97, 216 as a relationship, 203 as a story, 203 Definition, 14 Service appliance, 100 Service avatar, 99 Service blueprint, 99, 249 Service design, 14 Service ecology, 101 Service element, 101 Service encounter, 99 Service ensemble, 99 Service interface, 99 Service moment, 99 Service safari, 466 Service staging, 321 Service touchpoint, 99 Service-dominant logic, 482 Setting, 61 Shape, 121 Sound, 123 Shareability, 525 Sign, 127 Silence, 123 Simulation, system design, 214 Sitemap, 328 Situated action, 287 Situation, 39, 40, 59, 61, 139, 188, 220, 235 Six thinking hats, 316 Sketching, 245 Slow design, 232 Slow technology, 120 Smart clay, 23 Smart dust, 23 Smart house, 110 Smart skins, 23 Smartphone, 23, 105, 181 Smoke game, 319 Social awareness, 89 Social choice, 419 Social computing, 161 Social environment, 80 Social identification, 398 Social interface, 163 Social manipulation, 425 Social navigation, 403 Social networking sites, 103 Social presence, 80, 89, 91, 92 Social quality of service, 90 Social service, 162 Social status, 439 Social support in user interface, 162 Socially competent, 80 Society, 473 Software widget, 176 Somesthetic information, 334 Sonification, 125 Sound, 123 Characteristics, 351 Display, 324 Interior design, 353 Large screen, 346 Mobile, 387 Narrative, 61 Soundscape, 125, 325, 353 Space, 39, 40, 54 Location, 53 Spatial navigation, 404 Spectacle Definition, 86 Metaphor, 487 Spectacle computing, 487 Speech act, 453 Speech recognition, 383, 423 Speed dating, 276 Spell, 435 Spime, 23 Spiral model, 215 Stakeholder, 270, 281, 283 Statistical indexing, 414 Story, 15, 60, 70, 241 Analysis, 66 Concept design, Hakan Gulliksson

12 Design phase, 246 Pervasive, 314 Story of existence, 556 Story of the future, 556 Storyboard, 250, 274 Guidelines, 274 Storytelling, 250, 515 Design process, 515 Tools, 314 Styling, 461 Summative evaluation, 291 Survey, 295 Suspension of sound, 123 Suspension of disbelief, 46 Sustainability, 210 Symbol, 127 Symmetry, 440, 441 System Analysis, 270 Design, 214 Evaluation, 290 Validation, 290 Verification, 290 System control, 96 Tactile, 391 Tactile experience, 334 Tactile information, 334 Tag, 399 TAM, 157 Technology acceptance model TAM, 157 Tangible bits, 374 Tangible user interfaces, 98 Task, 41 Definition, 41 Task model, 287 Team spirit, 26 Technology acceptance model, 157 Technology biography, 317 Technology probe, 317 Technology probes, 318 Technomethodology, 187 Tempo, 458 Sound, 123 Tension, 122, 457 Test, 214, 290 Text input, 396 Theory of consumption values, 196 Thing, 21, 490 Think aloud, 297 Timbre, 125 TIP, 82 Top-down design, 236 Touch screen, 387 Touchpoints, 99 Tracking, 410 Transformation, 47 Transitions, 488 Transparency, 110 Transparent, 373 Trust, 51, 89, 107, 112, 207, 209, 258, 260, 303, 428 TV, 129 Ubiquitous computing, 113, 117, 188, 424 Ubiquitous design, 256 Evaluation, 300, 302 Prototype, 277 UML, 219, 274, 283, 307 Unified modeling language, 282 Undo, 251, 373, 385 UPnP, 180 URL, Uniform resource locator, 409 Usability, 204 Usability engineering, 185 Usability metrics, 291 Usability testing, 291 Useful product, 206 User centred design, 185 User Evaluation Areas, 303 User experience, 134, 186 Evaluation, 298 User interface, 306 User interface for WIMP, 370, 372 User journey map, 250 User story, 516 Utility, 206 UX, 186 Validation, 290 Value, 151, 156, 195, 204 Aesthetic, 456 Definition, 155 Design metaphor, 490 Measures, 304 Value based design, 231 Value sensitive design, 226 VSD, 226 Waste from high tech, 175 Waterfall model, 214 Wearability, 106 Wearable computer, 106 Wearware, 106 Web, 101 Web widget, 176 Weiser, Mark, 113, 117 Verification, 290 What if questions, 244 Wicked problem, 188 Widget, 176, 342 View, 330 WIMP, 370, 374, 380 WIMP, Golden rules, 372 Window Information design, 324 Wireframe, 329 Virtual reality, 45 Visceral, 191 Visual elements, 440 Visual information,

13 Visualization technique, 336 Voice recognition, 383 Voice-over, 315 Worth-mapping, 231 VR glasses, 47 VR, Virtual reality, 45 WYSIWYG, 430 XD, 186 Zoom, Hakan Gulliksson

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